Warlock

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warlock

Warlock

With a pseudodragon curled on his shoulder, a young elf in golden robes smiles warmly, weaving a magical charm into his honeyed words and bending the palace sentinel to his will.

As flames spring to life in her hands, a wizened human whispers the secret name of her demonic patron, infusing her spell with fiendish magic.

Shifting his gaze between a battered tome and the odd alignment of the stars overhead, a wild-eyed tiefling chants the mystic ritual that will open a doorway to a distant world.

Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse. Through pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular. Drawing on the ancient knowledge of beings such as fey nobles, demons, devils, hags, and alien entities of the Far Realm, warlocks piece together arcane secrets to bolster their own power.

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※ Alternate Rule: Versatile Warlock

Warlock in the official source (Player's Handbook) uses Charisma as their primary ability stat while Magisphere warlock uses Intelligence. Considering that some warlocks are learned scholars who seek out forbidden knowledge (Intelligence) while others negotiated for their powers (Charisma), either stat could reasonably be used by warlocks. Pick the stat that's most relevant to your character's personal story or background.

If you would like to use Charisma as your primary ability, replace all mentions of Intelligence with Charisma in all relevant warlock abilities, spells, and features.

Homebrew: The "Magisphere Warlock" class was made by Asch and various homebrewers. It combines bits and parcels from various homebrews to give warlock a better framework and a more consistent design.

In summary, the biggest changes include an increase to its combat effectiveness and an expansion of spells. Invocations have been revamped. Pact Boons are now chosen at level 1. Each Pact Boon now focuses heavily on the playstyle that's commonly associated with them. Patrons now bestow spells from their spell list on the pact maker. Lastly, the Hexblade Patron has been removed due to it being (in my opinion) poorly-designed by WotC.

Sworn and Beholden

A warlock is defined by a pact with an otherworldly being. Sometimes the relationship between warlock and patron is like that of a cleric and a deity, though the beings that serve as patrons for warlocks are not gods. A warlock might lead a cult dedicated to a demon prince, an archdevil, or an utterly alien entity—beings not typically served by clerics. More often, though, the arrangement is similar to that between a master and an apprentice. The warlock learns and grows in power, at the cost of occasional services performed on the patron's behalf.

The magic bestowed on a warlock ranges from minor but lasting alterations to the warlock's being (such as the ability to see in darkness or to read any language) to access to powerful spells. Unlike bookish wizards, warlocks supplement their magic with some facility at hand-to-hand combat. They are comfortable in light armor and know how to use simple weapons.

Delvers into Secrets

Warlocks are driven by an insatiable need for knowledge and power, which compels them into their pacts and shapes their lives. This thirst drives warlocks into their pacts and shapes their later careers as well.

Stories of warlocks binding themselves to fiends are widely known. But many warlocks serve patrons that are not fiendish. Sometimes a traveler in the wilds comes to a strangely beautiful tower, meets its fey lord or lady, and stumbles into a pact without being fully aware of it. And sometimes, while poring over tomes of forbidden lore, a brilliant but crazed student's mind is opened to realities beyond the material world and to the alien beings that dwell in the outer void.

Once a pact is made, a warlock's thirst for knowledge and power can't be slaked with mere study and research. No one makes a pact with such a mighty patron if he or she doesn't intend to use the power thus gained. Rather, the vast majority of warlocks spend their days in active pursuit of their goals, which typically means some kind of adventuring. Furthermore, the demands of their patrons drive warlocks toward adventure.

Creating a Warlock

As you make your warlock character, spend some time thinking about your patron and the obligations that your pact imposes upon you. What led you to make the pact, and how did you make contact with your patron? Were you seduced into summoning a devil, or did you seek out the ritual that would allow you to make contact with an alien elder god? Did you search for your patron, or did your patron find and choose you? Do you chafe under the obligations of your pact or serve joyfully in anticipation of the rewards promised to you?

Work with your DM to determine how big a part your pact will play in your character’s adventuring career. Your patron’s demands might drive you into adventures, or they might consist entirely of small favors you can do between adventures.

What kind of relationship do you have with your patron? Is it friendly, antagonistic, uneasy, or romantic? How important does your patron consider you to be? What part do you play in your patron’s plans? Do you know other servants of your patron?

How does your patron communicate with you? If you have a familiar, it might occasionally speak with your patron’s voice. Some warlocks find messages from their patrons etched on trees, mingled among tea leaves, or adrift in the clouds — messages that only the warlock can see. Other warlocks converse with their patrons in dreams or waking visions, or deal only with intermediaries.

Quick Build

You can make a warlock quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the charlatan background. Third, choose the eldritch blast and chill touch cantrips, along with the 1st-level spells charm person and witch bolt.

Class Stats

HP Hit Points
  • Hit Dice: 1d8
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Warlock level after 1st
P Proficiencies
  • Armor: light armor
  • Weapons: simple weapons
  • Tools: none
  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion.
E Starting Equipment
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar's pack or (b) a dungeoneer's pack
  • Leather armor, any simple weapon, and two daggers

※ Alternatively, you may start with 4d4 × 10 gp to buy your own equipment.

Class Table

icon Proficiency
Bonus
Features Cantrips
Known
Spells
Known
Spell
Slots
Slot
Level
Invocations
Known
1st 2 Otherworldly Patron, Pact Magic, Hex 2 2 1 1st
2nd 2 Pact Boon 2 3 2 1st
3rd 2 Eldritch Invocations 2 4 2 2nd 2
4th 2 Ability Score Improvement 3 5 2 2nd 2
5th 3 3 6 2 3rd 3
6th 3 Otherworldly Patron Feature 3 7 2 3rd 3
7th 3 3 8 2 4th 4
8th 3 Ability Score Improvement 3 9 2 4th 4
9th 4 3 10 2 5th 5
10th 4 Otherworldly Patron Feature 4 10 2 5th 5
11th 4 Mystic Arcanum (6th level) 4 11 3 5th 5
12th 4 Ability Score Improvement 4 11 3 5th 6
13th 5 Mystic Arcanum (7th level) 4 12 3 5th 6
14th 5 Otherworldly Patron Feature 4 12 3 5th 6
15th 5 Mystic Arcanum (8th level) 4 13 3 5th 7
16th 5 Ability Score Improvement 4 13 3 5th 7
17th 6 Mystic Arcanum (9th level) 4 14 4 5th 7
18th 6 4 14 4 5th 8
19th 6 Ability Score Improvement 4 15 4 5th 8
20th 6 Eldritch Master ᴴᴮ 4 15 4 5th 8

Class Features

Otherworldly Patron

At 1st level, you have struck a bargain with an otherworldly being chosen from the list of patrons below. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

Bestowed Spells

Each patron has a list of associated spells-its bestowed spells you gain access to these spells at the levels specified in the patron description. Once you gain a bestowed spell, you always know it, and it doesn't count against the number of spells you know. If you gain a spell that doesn’t appear on the warlock spell list, the spell is nonetheless a warlock spell for you.

Pact Magic

Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See chapter 10 for the general rules of spellcasting. You also have access to the homebrew warlock spell list

Cantrips

You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.

Spell Slots

The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher

At 1st level, you know two 1st-level spells of your choice from the warlock spell list.

The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your warlock spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier

Spellcasting Focus

You can use an arcane focus (found in chapter 5) as a spellcasting focus for your warlock spells.

Hex

At 1st level, you gain access to the hex spell. It does not count against the number of spells you know.

When casting this spell, you ignore the material component and may choose to cast it as a non-concentration spell; this reduces its maximum duration from 1 hour to 1 minute.

Pact Boon

At 2nd level, you have received a boon from your Otherworldly Patron as part of the pact you made. You gain one of the following features of your choice.

Pact of the Blade

You gain proficiency with medium armor, shields, and martial weapons. Remove Eldritch Blast from your spell list.

Also, you can transform up to two weapons (one can be a shield) into your Pact Weapons by performing a special ritual while you hold them over the course of 1 hour. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it.

Pact Weapon

You can shunt your Pact Weapons into an extradimensional space (no action required), and you can make one or both reappear as an action. The weapons appear at your feet if they are in the extradimensional space when the bonds break. A Pact Weapon disappears into its extradimensional space if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again or if you die.

A Pact Weapon counts as a spellcasting focus and magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Pact of the Chain

You learn to summon a servant of your patron (creation rules). The servant obeys your commands as best it can. Also, remove Eldritch Blast from your spell list.

Servant's Bond

Your Chained Servant gains a variety of benefits while it is accompanying you:

  • It acts on your initiative, and you determine its actions, decisions, attitudes, and so on (no action required by you). If you are incapacitated or absent, your servant acts on its own. Your Chained Servant has abilities and statistics determined in part by your level.
  • Your servant uses your proficiency bonus rather than its own.
  • Whenever you gain the Ability Score Improvement warlock class feature, your servant's abilities also improve. Your servant can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. Your servant can't increase an ability score above 20 using this feature.
  • If your servant is ever slain, the magical bond you share allows you to return it to life. With 1 hour of work and the expenditure of 15 gp per warlock level worth of rare incense, you call forth your servant back from whichever plane it comes from. You can return it to life in this manner even if you do not possess any part of its body.

Pact of the Tome

The Pact of the Tome provides a warlock with a means of recording their spells and other pieces of arcane knowledge, allowing them to more easily catalogue their findings and spells. Warlocks who have such a book spend much of their time studying forbidden and long-forgotten lore in order to increase their knowledge and magical ability.

Soul Grimoire

Your patron gives you a grimoire called a Soul Grimoire. When you gain this feature, you gain the eldritch blast cantrip and two other cantrips of your choice. While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. If they don't appear on the warlock spell list, they are nonetheless warlock spells for you.

If you lose your Soul Grimoire, you can perform a 1 hour ceremony to receive a replacement from your patron. This ceremony can be performed during a long rest, and it destroys the previous book. The book turns to ash when you die.

Eldritch Invocations

In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

At 3rd level, you gain two eldritch invocations of your choice. A list of the available options can be found on the invocations page. When you gain certain warlock levels, you gain additional invocations of your choice.

Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

A level prerequisite in an invocation refers to warlock level, not character level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Otherworldly Patron feature

At 6th level, and again at 10th, and 14th level you gain a feature granted by your Otherworldly Patron.

Mystic Arcanum (6th level)

At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.

Mystic Arcanum (7th level)

At 13th level, your patron bestows upon you a magical secret called an arcanum. Choose one 7th-level spell from the warlock spell list as this arcanum.

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

Mystic Arcanum (8th level)

At 15th level, your patron bestows upon you a magical secret called an arcanum. Choose one 8th-level spell from the warlock spell list as this arcanum.

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

Mystic Arcanum (9th level)

At 17th level, your patron bestows upon you a magical secret called an arcanum. Choose one 9th-level spell from the warlock spell list as this arcanum.

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

Eldritch Master ᴴᴮ

At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to augment your arcane abilities and regain expended spell slots.

During each of your short rests, you may request your patron's support, decided at your DM's discretion. With your patron's allowance, choose one Warlock spell you know and replace it with a different spell from the Warlock spell list.

Additionally, you may use your action to regain two of your expended warlock spell slots. Once used, this ability cannot be used again until you finish a long rest.